Recent content by Patar

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    Bridges & Tunnels (Again!)

    I'm back from my long school-imposed hiatus! If anyone knows and has a moment, where has this idea gone and what mods has it gone into? I hope someone took the idea and ran with it! Glad to be back! Patar
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    Bridges & Tunnels (Again!)

    Here's the SDK with the code I wrote: http://forums.civfanatics.com/downloads.php?do=file&id=11012
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    Sea Bridge SDK 2016-10-05

    Here is the SDK with the modified code I wrote for this mod:http://forums.civfanatics.com/showthread.php?t=278332
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    Bridges & Tunnels (Again!)

    Sorry I haven't posted in a while...:blush::blush::blush: I found major bugs (as in FAssert warnings) and then I got caught up in other things (like school :cry:)... I'll post what I have if anyone wants to pick it up... :blush::blush::blush:Sorry again,:blush::blush::blush: Patar What...
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    Bridges & Tunnels (Again!)

    I just want to say thanks to my mom (my C++ tutor :D)
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    Bridges & Tunnels (Again!)

    It (really) works!!! (I do a happy dance:D) Screenshots: A bridge to nowhere... (can't walk on a bridge in an ocean square...) The AI knows how to use the bridges... you can walk on any bridges... still need to try naval units vs. land units, I heard there can be problems with that...
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    Bridges & Tunnels (Again!)

    Problem Solved!!! :goodjob::goodjob::goodjob::goodjob::goodjob: It turns out that getImprovementInfos croaks when NO_IMPROVEMENT is passed in. I'll have some screen shots of my scouts walking on fishing boats (but the fishing boats have to be adjacent to land so that a bridge can only be two...
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    Bridges & Tunnels (Again!)

    Onionsoidler: Here is where I have defined the variable... CvImprovementInfo::CvImprovementInfo() : ... m_iHappiness(0), m_iPillageGold(0), m_iImprovementPillage(NO_IMPROVEMENT), m_iImprovementUpgrade(NO_IMPROVEMENT), m_bActsAsCity(true), m_bSeaBridge(true), m_bHillsMakesValid(false)...
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    Bridges & Tunnels (Again!)

    Onionsoilder: Just a thought... Would it be easier to implement a tunnel as a route (or does it really, really need to be in the SDK?)
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    Bridges & Tunnels (Again!)

    One "isSeaBridge" function as ordered (it's quite simple really :)) // From CvInfos.cpp: bool CvImprovementInfo::isSeaBridge() const { return m_bSeaBridge; } EDIT: My mom, the professional C++ programmer of the house, suggested that probably there is a null pointer. Only problem is, I am...
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    Bridges & Tunnels (Again!)

    Alright, I have been messing around with the SDK and following Kael's case study, but it appears that whenever this statement (in bold) is evaluated, the program crashes instantly.:eek: Here's my code, maybe an SDK guru can help! :) case DOMAIN_LAND: if (pPlot->isWater() &&...
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    Desert Solar Panels (Cottage) Improvement

    :bump: in the night...
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    Bridges & Tunnels (Again!)

    I have been weeding through the BTS SDK, and I think that forts are too "comingled" with cities to easily adapt them to bridges. I'm gonna have to program this almost from scratch.
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    Desert Solar Panels (Cottage) Improvement

    I don't understand! :confused:
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    Bridges & Tunnels (Again!)

    Does anyone have a suggestion on the best way of implementing this??? As an improvement, a terrain type, or "DOMAIN_*"???
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